Search for game pipelines on polycount wiki! There are a lot of info and new terms you have to learn, like baking maps from high to low poly, how smoothing groups and vertex normals afferct your normal map baking, and pbr texturing. Enjoy the frustration and problem solving :)
--COMPLETE-- A nice quick and relaxed project for a busy February. It was still a really great exercise in creature sculpting, and more gruesome pbr than I've dabbled in in the past. Plus a little quick animation to dip my toes into that field! More views, textures and Marmoset viewer on my Artstation
Does anyone have any existing PBR textures for Marmoset 2 of clothed characters, with skin textures as well? I'm still wrapping my head around how to tackle this texturing workflow, because it seems I can't just spit out base textures out of dDo.
I'd either pull back the metalness on a lot of meshes or really brighten up the diffuse If you're going full metal on a texture try to push the brightness on the diffuse to counter the darkening effect of the metalness (assuming you're using PBR) But yeah, some paint covered metal would be nice
I think it totally looks like dirt, which I also thinks doesn't make sense too much, I wouldn't worry about it. Instead of making it stand out (if youre using pbr) make it look like just dust in cavity areas and such around the knife.
I'm thinking about picking up a camera to try a few things out in this area. Whats everyone using nowadays? (total noob when it comes to cameras) Also, is there any way using standard cameras that you would be able to extract specular/gloss information for a pbr engine?
Thank you for your feedback! Yeah, I need to rework in the curvature that I had in originally in the piece. I have to figure out why it's being so glossy - could it be because of the roughness maps? I've only recently started delving into the PBR workflow and using roughness maps.
Hey guys, I've been meaning to revisit this character for a long time and I finally got a chance to do just that. I posed (rigged) the model and made adjustments to the overall texture using PBR workflow. (This was rendered in marmoset 2). Like always feedback is much appreciated. Thanks!
Hey Thanks for the answer but, I want to make hole here. I could do two different material refraction and opacity separately but Everything were looking fine in substance (I guess in substance opacity and refraction is same at least in pbr workflow) and in 3ds max/psychical material everything ok as in substance.
one more question) how this transparent glass can be made in Subtance painter? can it be displayed in the wievport? or I can see it while rendering only? thanx in advance when I switch 'spec-gloss' to 'Lens-Studio' or ''pbr-metal-rough-with alpha blending'' everything turns white(